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''Nether Earth'' is an 8-bit isometric RealTimeStrategy game created in 1987 by Icon Design Ltd for UsefulNotes/ZXSpectrum, UsefulNotes/{{Commodore 64}} and UsefulNotes/AmstradCPC and published by Argus Press Software Ltd. It is often referred to as one of the founders (if not the founder) of the RTS genre.

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''Nether Earth'' is an 8-bit isometric RealTimeStrategy game created in 1987 by Icon Design Ltd for UsefulNotes/ZXSpectrum, UsefulNotes/{{Commodore Platform/ZXSpectrum, Platform/{{Commodore 64}} and UsefulNotes/AmstradCPC Platform/AmstradCPC and published by Argus Press Software Ltd. It is often referred to as one of the founders (if not the founder) of the RTS genre.



* In 2002-2005 a [[http://www.braingames.getput.com/nether/ cross-platform remake]] was written, also called ''Nether Earth''. Open-source, under "as-is license", also included in many UsefulNotes/{{Linux}} distributions.

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* In 2002-2005 a [[http://www.braingames.getput.com/nether/ cross-platform remake]] was written, also called ''Nether Earth''. Open-source, under "as-is license", also included in many UsefulNotes/{{Linux}} Platform/{{Linux}} distributions.
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Tropes are not recent.


* And another open-source remake ''Nether Earth Q'' started recently on [=SourceForge=], but hasn't been active since spring of 2012.

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* And another open-source remake ''Nether Earth Q'' started recently on [=SourceForge=], but hasn't been active since spring of 2012.
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TRS deemed def-only


* SpeedRun: Since the game is fairly easy for an experienced player, self-imposed challenges abounded. Some people claim winning in 8 game days.
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Namespacing Needs Wiki Magic Love, and deleting instances that are not appropriate links


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* An unrelated commercial remake for [[IOSGames iOS]] ''Battlefield Moon'' appeared around 2010.

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* An unrelated commercial remake for [[IOSGames [[UsefulNotes/IOSGames iOS]] ''Battlefield Moon'' appeared around 2010.
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Added image.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nether_earth.png]]
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* In 2002-2005 a [[http://www.braingames.getput.com/nether/ cross-platform remake]] was written, also called ''Nether Earth''. Open-source, under "as-is license", also included in many {{Linux}} distributions.

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* In 2002-2005 a [[http://www.braingames.getput.com/nether/ cross-platform remake]] was written, also called ''Nether Earth''. Open-source, under "as-is license", also included in many {{Linux}} UsefulNotes/{{Linux}} distributions.
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There is inverse correlation between speed and hit points.

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* MightyGlacier / FragileSpeedster: At least, that was the intention. Slower chassis have more hit points. Not enough to compensate for bipod's slow movement and turning.

Changed: 2

Removed: 189

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Not An Example of either.


* ColourCodedArmies: Averted. All robots had the same colour, probably due to Spectrum hardware limitations. Even flags on captured bases were the same and differed only in placement.
** 2002 remake coloured robots and flags blue and red.

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* ColourCodedArmies: Averted. All robots had the same colour, color, probably due to Spectrum hardware limitations. Even flags on captured bases were the same and differed only in placement.
** 2002 remake coloured colored robots and flags blue and red.



* FragileSpeedster / MightyGlacier: Attempted, but failed. "Bipod" is the slowest chassis, but gives bonus to hit points. Not enough to compensate for its low speed of movement and turning.
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namespace fix in link


''Nether Earth'' is an 8-bit isometric RealTimeStrategy game created in 1987 by Icon Design Ltd for UsefulNotes/ZXSpectrum, {{Commodore 64}} and UsefulNotes/AmstradCPC and published by Argus Press Software Ltd. It is often referred to as one of the founders (if not the founder) of the RTS genre.

to:

''Nether Earth'' is an 8-bit isometric RealTimeStrategy game created in 1987 by Icon Design Ltd for UsefulNotes/ZXSpectrum, {{Commodore UsefulNotes/{{Commodore 64}} and UsefulNotes/AmstradCPC and published by Argus Press Software Ltd. It is often referred to as one of the founders (if not the founder) of the RTS genre.
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None


''Nether Earth'' is an 8-bit isometric RealTimeStrategy game created in 1987 by Icon Design Ltd for UsefulNotes/ZXSpectrum, {{Commodore 64}} and AmstradCPC and published by Argus Press Software Ltd. It is often referred to as one of the founders (if not the founder) of the RTS genre.

to:

''Nether Earth'' is an 8-bit isometric RealTimeStrategy game created in 1987 by Icon Design Ltd for UsefulNotes/ZXSpectrum, {{Commodore 64}} and AmstradCPC UsefulNotes/AmstradCPC and published by Argus Press Software Ltd. It is often referred to as one of the founders (if not the founder) of the RTS genre.
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None


''Nether Earth'' is an 8-bit isometric RealTimeStrategy game created in 1987 by Icon Design Ltd for ZXSpectrum, {{Commodore 64}} and AmstradCPC and published by Argus Press Software Ltd. It is often referred to as one of the founders (if not the founder) of the RTS genre.

to:

''Nether Earth'' is an 8-bit isometric RealTimeStrategy game created in 1987 by Icon Design Ltd for ZXSpectrum, UsefulNotes/ZXSpectrum, {{Commodore 64}} and AmstradCPC and published by Argus Press Software Ltd. It is often referred to as one of the founders (if not the founder) of the RTS genre.

Added: 94

Changed: 266

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Fragile Speedster / Mighty Glacier: typo: compensate -> compensate for. Area Of Effect: typo: in -> it. Colour Coded Armies: flags. Enemy Exchange Program: explanation. Everything Breaks.


** In the 2002 remake in affects only a 5x5 square without corners (like city area in VideoGame/{{Civilization}}).

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** In the 2002 remake in it affects only a 5x5 square without corners (like city area in VideoGame/{{Civilization}}).



* ColourCodedArmies: Averted. Enemy robots look just like yours.
** 2002 remake coloured robots blue and red.

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* ColourCodedArmies: Averted. Enemy All robots look just like yours.
had the same colour, probably due to Spectrum hardware limitations. Even flags on captured bases were the same and differed only in placement.
** 2002 remake coloured robots and flags blue and red.



* EverythingBreaks: Any artificial structure can be destroyed, at least with a "nuclear bomb".



* EnemyExchangeProgram: The central idea of the game.
* FragileSpeedster / MightyGlacier: Attempted, but failed. "Bipod" is the slowest chassis, but gives bonus to hit points. Not enough to compensate its low speed of movement and turning.

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* EnemyExchangeProgram: The central idea of the game.
game. Capture enemy production facilities to build the military equipment, which was intended to invade Earth.
* FragileSpeedster / MightyGlacier: Attempted, but failed. "Bipod" is the slowest chassis, but gives bonus to hit points. Not enough to compensate for its low speed of movement and turning.
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Area Of Effect: correcyted link


** In the 2002 remake in affects only a 5x5 square without corners (like city area in VideoGame/Civilization).

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** In the 2002 remake in affects only a 5x5 square without corners (like city area in VideoGame/Civilization).VideoGame/{{Civilization}}).
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Typo: parks -> park.


Fortunately, Earth forces were able to capture one of the warbases and Earth managed to raise several "space dollars". You must buy robot parts, assemble robots and capture other 3 warbases. Earth will send more money, but not enough. Capturing the factories that make robot parts is a cheaper way of building your army. To do so, parks your robot in the factory entrance long enough (12 game hours) to declare a martial law, thus capturing the factory. Unfortunately, after you arrive, Insignian military starts capturing neutral factories too. But fear not: the corrupt Insignians will still sell you components, even if all factories are held by the enemy.

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Fortunately, Earth forces were able to capture one of the warbases and Earth managed to raise several "space dollars". You must buy robot parts, assemble robots and capture other 3 warbases. Earth will send more money, but not enough. Capturing the factories that make robot parts is a cheaper way of building your army. To do so, parks park your robot in the factory entrance long enough (12 game hours) to declare a martial law, thus capturing the factory. Unfortunately, after you arrive, Insignian military starts capturing neutral factories too. But fear not: the corrupt Insignians will still sell you components, even if all factories are held by the enemy.
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Publisher


''Nether Earth'' is an 8-bit isometric RealTimeStrategy game created in 1987 by Icon Design Ltd for ZXSpectrum, {{Commodore 64}} and AmstradCPC. It is often referred to as one of the founders (if not the founder) of the RTS genre.

to:

''Nether Earth'' is an 8-bit isometric RealTimeStrategy game created in 1987 by Icon Design Ltd for ZXSpectrum, {{Commodore 64}} and AmstradCPC.AmstradCPC and published by Argus Press Software Ltd. It is often referred to as one of the founders (if not the founder) of the RTS genre.
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With This Herring: Additionally -> Additional


* WithThisHerring: You start the game with 20 space dollars -- that's all Earth has. Additionally 5 dollars arrive each game day.

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* WithThisHerring: You start the game with 20 space dollars -- that's all Earth has. Additionally Additional 5 dollars arrive each game day.

Added: 110

Changed: 88

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Area Of Effect: differs in the original and the remake


* AreaOfEffect: "Nuclear bomb" weapon destroys everything in a 5x5 square without corners[[note]] like city area in VideoGame/Civilization[[/note]]. Including robots, artificial obstacles, factories and bases.

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* AreaOfEffect: "Nuclear bomb" weapon destroys everything in a 5x5 square without corners[[note]] like city area in VideoGame/Civilization[[/note]]. on the screen. Including robots, artificial obstacles, factories and bases.bases.
** In the 2002 remake in affects only a 5x5 square without corners (like city area in VideoGame/Civilization).
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All I know about the backstory is third-hand. All I know about the game comes from Spectrum version and 2005 Linux remake, more from the latter. Please correct.

Added DiffLines:

''Nether Earth'' is an 8-bit isometric RealTimeStrategy game created in 1987 by Icon Design Ltd for ZXSpectrum, {{Commodore 64}} and AmstradCPC. It is often referred to as one of the founders (if not the founder) of the RTS genre.

Mysterious aliens -- Insignians -- plan to conquer Earth. They built a number of factories and warbases on an asteroid. Factories make components, bases assemble them into [[HumongousMecha robots]]. What's unusual, is that Insignian military controls only the warbases, but the factories are owned and operated by private contractors, who sell components to the military. That's their weakness.

Fortunately, Earth forces were able to capture one of the warbases and Earth managed to raise several "space dollars". You must buy robot parts, assemble robots and capture other 3 warbases. Earth will send more money, but not enough. Capturing the factories that make robot parts is a cheaper way of building your army. To do so, parks your robot in the factory entrance long enough (12 game hours) to declare a martial law, thus capturing the factory. Unfortunately, after you arrive, Insignian military starts capturing neutral factories too. But fear not: the corrupt Insignians will still sell you components, even if all factories are held by the enemy.

You are piloting an invincible "command module", that can fly anywhere on the map. To access a robot assembling menu land on the roof of your warbase. To reprogram your robot or to directly pilot it land on the robot.

Robots can walk around the field following simple programs (e.g. "Find and capture neutral factories", "Find and destroy enemy robots", "Advance 9 miles"). Or you can control 1 of them directly.

There were several [[FanRemake unofficial remakes]]:
* In 2002-2005 a [[http://www.braingames.getput.com/nether/ cross-platform remake]] was written, also called ''Nether Earth''. Open-source, under "as-is license", also included in many {{Linux}} distributions.
* An unrelated commercial remake for [[IOSGames iOS]] ''Battlefield Moon'' appeared around 2010.
* And another open-source remake ''Nether Earth Q'' started recently on [=SourceForge=], but hasn't been active since spring of 2012.
* There was also a flash remake, but its site disappeared.

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!!Contains examples of:
* AreaOfEffect: "Nuclear bomb" weapon destroys everything in a 5x5 square without corners[[note]] like city area in VideoGame/Civilization[[/note]]. Including robots, artificial obstacles, factories and bases.
* ArtificialStupidity: Pathfinding leaves a lot to be desired.
** In-game: "electronics" component is optional, but robots without it are dumber.
* AWinnerIsYou: At least in Spectrum version and 2005 remake. Same for losing.
* BottomlessMagazines: Robots never run out of energy (for phasers or engines), missiles or cannon shells. Almost justified by their rather short life expectancy.
* ColourCodedArmies: Averted. Enemy robots look just like yours.
** 2002 remake coloured robots blue and red.
* ConservationOfNinjutsu: If the robot is controlled by an experienced player. [[https://www.youtube.com/watch?v=JwDftWjanxw It is possible]] to win the game with just 3 robots: 2 autonomous with "Capture Neutral/Enemy Factories" tasks, 1 human-controlled to kill the enemy army and capture bases.
* CorruptCorporateExecutive: Factory operators gleefully sell components to both sides.
* EasyLogistics: Robots don't need refuelling or rearming, and they cannot be repaired or upgraded.
* EnemyExchangeProgram: The central idea of the game.
* FragileSpeedster / MightyGlacier: Attempted, but failed. "Bipod" is the slowest chassis, but gives bonus to hit points. Not enough to compensate its low speed of movement and turning.
* FogOfWar: You can only see the immediate area around the command module, plus the radar shows several screens around it. To look around you need to fly the module there. However, robots on both sides can sense their targets even beyond the radar range.
* GameMod / ExpansionPack: The original game did not have an editor, but harder maps were created anyway. (Some can still be found on Spectrum sites.) Open-source remake also has several maps available in addition to the classic one, and they use text format.
* HoverTank: Robots with an "anti-grav" chassis.
* InsurmountableWaistHeightFence: Even an anti-grav will not let you climb over artificial obstacles. Though you can shoot over them, if they are low enough. Climbing natural mountains is allowed for non-walkers.
* RedshirtArmy: Both sides.
* RidiculouslyFastConstruction: Or, to be more precise, ridiculously fast delivery of appropriated parts and instant assembling of robots.
* SomeDexterityRequired: Landing the command module on a moving robot isn't easy. Especially when the robot constantly changes direction. Especially if the robot [[ArtificialStupidity got stuck and is running in circles]].
** More so for combat mode, but that is optional, you can win just with building and programming robots.
* SpeedRun: Since the game is fairly easy for an experienced player, self-imposed challenges abounded. Some people claim winning in 8 game days.
* SuicideAttack: "Bipod" + "nuclear bomb" = cheap suicide bomber robot. Although you could build a powerful HoverTank for the same price.
* TankGoodness: Though they are called "robots" they are more of tanks rather than HumongousMecha. Especially the ones with "tracks" chassis. (Which is a reasonable compromise between price and cross-country ability.)
* TropeMaker: RealTimeStrategy.
* UnitsNotToScale: More or less averted. Factories and bases are several times bigger than the robots they make. The asteroid is very long and very narrow, only about 8 times wider than a robot.
** Then again, if the asteroid is so small, [[FridgeLogic where do the factories get the materials?]]
* WalkingTank: You can build walking robots, but the "bipod" chassis is slowest and cannot pass cracks or mountains. Although it's cheap, therefore useful for SuicideAttack.
* WeHaveReserves: One possible strategy. If you already have enough factories, you can assemble robots faster, than enemy destroys them, without spending money.
* WithThisHerring: You start the game with 20 space dollars -- that's all Earth has. Additionally 5 dollars arrive each game day.
* ZergRush: Hard to organize, since landing on each robot to reprogram it takes much time, and the group disperses. Besides, the original map has multiple bottlenecks and choke points, that force the advancing army to enter open areas one by one and vulnerable to fire from several sides.
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